I am investigating the viability of using GameSparks for my game. One of my requirements is the ability to push updates down to the device in real time. For example, let's say a turn based card game where 2 players are playing against each other. I'll need to be able to receive on the server what card a player played, then send to the other player the card they used.
I believe I can do this with Cloud Code and Messaging, but what I'd like to understand is the underlying tech behind GameSparks messaging. I know it says 'socket based' or 'notification based', but what tech is actually being used? Is it using something like Firebase Cloud Messaging or Amazon SNS?
If Socket Based is used, is it using something like PubNub or is it opening a straight socket connection using proprietary code that it's keeping open? If that's the case, what kind of latency delays exist and what kind of SLA exists? For example, PubNub has global edge servers and guarantees 250 MS latency in their SLAs.
Thanks for any help!
Yes, thank you. Do you have an email address of someone I could contact?
Thank you for your explanations. About the regions - is redundancy built into your system? For example, often times AWS regions will have issues with certain services. AWS recommends keeping redundancy in other regions and having your code fall back to the other regions if your main region goes down for some reason. I know you guys are built on AWS as well as Azure and GCP. Do you have failover in the cases of downtime of one of the services with a provider?